No matter what you're working on, getting the most out of a game engine is always tricky business.

At GDC 2014, Halo 4 developer Wes Grandmont III hopped onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.

As you might expect, examples from Grandmont's work on Halo 4 were legion. Grandmont shared what he'd learned about effective approaches for identifying and measuring performance bottlenecks, and dug into a variety of ways to maintain high visual quality while improving rendering efficiency.

It was a really interesting (and technically dense) session, one that revolves around Halo 4 but includes a variety of useful takeaways that could be applied to lots of different game projects.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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